Book Image

Augmented Reality Game Development

By : Micheal Lanham
Book Image

Augmented Reality Game Development

By: Micheal Lanham

Overview of this book

The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokémon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help.
Table of Contents (17 chapters)
Augmented Reality Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Chapter 5. Catching the Prey in AR

If you recall from our Foody GO storyline, the players needed to hunt down the escaped experimental cooking monsters and catch them. As of the end of last chapter, the player can now track and see monsters around them on the map. What we need now is for the player to be able to interact with and attempt to catch the monsters they can see. In order to keep our game immersion deep, we want the player to catch the monsters in an alternate-reality view. Thus, we also want to incorporate the device's camera to provide the backdrop to our catch activity. Adding the AR component will now classify our game in the real-world adventure or location-based AR genre.

In this chapter, we will be adding a number of new features to our game that will require us to touch on a few new concepts. Unlike the previous chapters, we won't get too heavily into the theory since most of these new concepts are fundamental to game development and Unity. Instead, we will review how these...